Exploring Experiential Value in Online Mobile Gaming Adoption.
Shintaro OkazakiPublished in: Cyberpsychology Behav. Soc. Netw. (2008)
Keyphrases
- online learning
- internet enabled
- mobile technologies
- mobile phone
- educational games
- real time
- mobile games
- mobile applications
- m learning
- role playing game
- conceptual framework
- video games
- computer games
- information technology
- information systems
- online communities
- mobile computing
- internet technology
- perceived usefulness
- mobile commerce
- online services
- learning environment